Category:Bane Knight Spells

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On achieving Bane Knight status at level 24 or 25, the character is automatically given the 3 Epic Auto Still Spell feats for free, allowing them to cast spells while wearing any armour with no risk of arcane spell failure.

Spell DCs for certain spells (those listed below) are equal to 10 + spell level + (STR modifier x 9/10)

Caster levels for those same spells are equal to Sorcerer level + Blackguard level.

All other spells follow standard rules for caster level and dc, relying on Sorcerer levels only and using CHA instead of STR to calculate DC. - A Bane Knight may change their spells once at level 60 using the Spells Pedestal in the docks if their control class is not Sorceror.


Quasiclass Details

Spells:

  • Level 1: Grease, Mage Armor, Shield, True Strike, Protection vs. Alignment
  • Level 2: Balagorn's Iron Horn, Bull's Strength, Eagle's Splendor, Endurance, Flame Weapon , Death Armor
  • Level 3: Greater Magic Weapon , Keen, Magic Circle vs. Alignment, Vampiric Touch
  • Level 4: Bestow Curse, Confusion, Elemental Shield, Minor Globe of Invulnerability, Stoneskin, Phantasmal Killer.
  • Level 5: Mestil's Acid Sheath, Bigby's Interposing Hand, Dismissal, Energy Buffer, Mind Fog, Wrack.
  • Level 6: Bigby's Forceful Hand, Greater Stoneskin, Tenser's Transfromation
  • Level 7: Banishment, Bigby's Grasping Hand, Power Word Stun, Protection from Spells, Spell Mantle, Shadow Shield
  • Level 8: Bigby's Clenched Fist, Mass Blindness/Deafness, Premonition
  • Level 9: Energy Drain, Bigby's Crushing Hand, Weird, Power Word Kill
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